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No iOS support?
It popps up under the available Objects for MMF2 iOS builds, when changing the build type to iOS...
Is that missleading information?

I was almost positive ForEach was common amongst the different Exporters, gues i was wrong...
Im sure i heard plans about ForEach support for XNA, here on the forum.

ForEach should be top priority among all Exporters in my oppinion.

I think it is compatible with iOS. ExtensionView is outdated. It doesn't mention anything about Android, either. I don't have the iOS runtime, though, so I didn't want to say it was compatible when it wasn't. However, since it shows up when changing the build type to iOS, I think it is compatible.

There is nothing realy wrong with this method, its only that ForEach does this better and faster.

...FOR EACH LOOP METHOD
You have multiple Instances of a Bullet Object, and want to handle them seperatly withouth MMF2 confusing them.

PREPERATION
None

MAIN EVENT
+ Condition
-> Start ForEach loop "a" for Bullet

+ On ForEach loop "a" for Bullet
-> DESIRED ACTION

...
You see how the two methods compair?
ForEach object Itteration loops require no preperation or use of Alterable Values, you dont need to specify how many time the loop should trigger, you just ( 1 ) start the loop for the Object and ( 2 ) create desired action in the 'On loop' Event.

When compairing the two methods, ForEach turn out faster, someone did a test but i cannot remember who.
Im quite sure you can run regulars loops through the ForEach also ( meaning loops which are not specific to an object ).

There is nothing realy wrong with this method, its only that ForEach does this better and faster.

...FOR EACH LOOP METHOD
You have multiple Instances of a Bullet Object, and want to handle them seperatly withouth MMF2 confusing them.

PREPERATION
None

MAIN EVENT
+ Condition
-> Start ForEach loop "a" for Bullet

+ On ForEach loop "a" for Bullet
-> DESIRED ACTION

...
You see how the two methods compair?
ForEach object Itteration loops require no preperation or use of Alterable Values, you dont need to specify how many time the loop should trigger, you just ( 1 ) start the loop for the Object and ( 2 ) create desired action in the 'On loop' Event.

When compairing the two methods, ForEach turn out faster, someone did a test but i cannot remember who.
Im quite sure you can run regulars loops through the ForEach also ( meaning loops which are not specific to an object ).

Wow you're right that is much easier all around. Thanks for going through the trouble of typing this all out for me, I'll put it to good use King_Cool!

Adding a delay

Originally Posted by happygreenfrog

Well, MMF2's object selection is terrible, so there isn't any other way to my knowledge. Fastloops are slower (and potentially less reliable) than ForEach loops. The ForEach object works with most runtimes, so there aren't really any problems with using it. If the personal reasons make using it impossible, then you will have to settle for the Fastloops, and live with the worse framerate that it will give you.

I fixed the file you gave me using Fastloops, BTW. I probably could have lowered it to use one Fastloop, but I didn't. It should work okay, though. Enjoy!

Hi there this helped me a lot but I wanted to know how to add a delay from when the edge is met followed by turning around and moving to the next edge like the enemies often do in Sonic The Hedgehog.

Actually don't worry I managed to do it using 2 additional flags which seems lazy but it works!
Flag1 disables movement while the delay is on countdown.
Flag 5 (in my case otherwise flag2) also diables movement but turns off once the delay is over